- Introduced README.md outlining game concept, mechanics, and planned venues. - Added ADRs for venue-driven architecture, de-escalation-first model, explicit access verification, local single-player focus, event-based incident recording, and choice of Godot 4 with GDScript.
33 lines
1.3 KiB
Markdown
33 lines
1.3 KiB
Markdown
# ADR-0004: Local single-player first
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- **Status:** Accepted
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- **Date:** TBD
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## Context
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The project is at the planning stage and no engine, backend, or multiplayer requirement has been established. The core experience is a single guard making decisions during a short shift. Early development needs fast iteration on rules, NPC behavior, UI, and scenario content.
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## Decision
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Build the first playable version as a local single-player game. Keep simulation, presentation, content, and shift results in one client process. Do not require an online service or multiplayer layer for the initial prototype.
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## Consequences
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### Positive
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- Reduces infrastructure and deployment complexity.
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- Makes deterministic scenario testing easier.
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- Allows the team to validate the core game loop before committing to networking.
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- Keeps the first vertical slice small.
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### Negative
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- Multiplayer and online analytics are deferred.
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- Some future features may require refactoring if they depend on network authority.
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- Local persistence and platform support still need to be designed later.
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## Alternatives considered
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- **Multiplayer-first:** Rejected because it adds complexity before the single-player loop is proven.
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- **Backend-first simulation:** Rejected because the planned game does not currently require a service or shared world.
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